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/* *

  • *** 游戏元素使用条款及注意事项 ***
  • 游戏中的所有元素全部由iFIERO所原创(除引用之外),包括人物、音乐、场景等,
  • 创作的初衷就是让更多的游戏爱好者可以在开发游戏中获得自豪感 -- 让手机游戏开发变得简单。
  • 秉着开源分享的原则,iFIERO发布的游戏都尽可能的易懂实用,并开放所有源码,
  • 任何使用者都可以使用游戏中的代码块,也可以进行拷贝、修改、更新、升级,无须再经过iFIERO的同意。
  • 但这并不表示可以任意复制、拆分其中的游戏元素:
  • 用于[商业目的]而不注明出处,
  • 用于[任何教学]而不注明出处,
  • 用于[游戏上架]而不注明出处;
  • 另外,iFIERO有商用授权游戏元素,获得iFIERO官方授权后,即无任何限制!
  • 请尊重帮助过你的iFIERO的知识产权,非常感谢!
  • Created by VANGO杨 && ANDREW陈
  • Copyright © 2018 iFiero. All rights reserved.
  • iFIERO -- 让手机游戏开发变得简单
  • www.iFIERO.com
  • NinjaPiggy 忍者小猪 在此游戏中您将获得如下技能:
  • 1、LaunchScreen 学习如何设置游戏启动画面
  • 2、Scene 学习如何切换游戏的游戏场景
  • 3、Scene Edit 学习直接使用可见即所得操作编辑游戏场景
  • 4、Scene Coding 学习纯代码编写一个场景、建立节点、设置音乐
  • 5、Random 利用可复用的随机函数生成Enemy
  • 6、Music 如何添加背景音乐、碰撞时的音效
  • 7、Particle 学习如何制造粒子爆炸特效
  • 8、Collision 学习有节点与节点之间的碰撞的原理及处理方法
  • 9、Animation&Atlas 学习如何导入动画帧及何为Atlas
  • 10、SKEmitter 学习如何使用SKEmitter产生特效

*/

/*

  • GameScene.swift
  • NinjaPiggy
  • *** 游戏元素使用条款及注意事项 ***
  • 游戏中的所有元素全部由iFIERO所原创(除引用之外),包括人物、音乐、场景等,
  • 创作的初衷就是让更多的游戏爱好者可以在开发游戏中获得自豪感 -- 让手机游戏开发变得简单。
  • 秉着开源分享的原则,iFIERO发布的游戏都尽可能的易懂实用,并开放所有源码,
  • 任何使用者都可以使用游戏中的代码块,也可以进行拷贝、修改、更新、升级,无须再经过iFIERO的同意。
  • 但这并不表示可以任意复制、拆分其中的游戏元素:
  • 用于[商业目的]而不注明出处,
  • 用于[任何教学]而不注明出处,
  • 用于[游戏上架]而不注明出处;
  • 另外,iFIERO有商用授权游戏元素,获得iFIERO官方授权后,即无任何限制!
  • 请尊重帮助过你的iFIERO的知识产权,非常感谢!
  • Created by VANGO杨 && ANDREW陈
  • Copyright © 2018 iFiero. All rights reserved.
  • iFIERO -- 让手机游戏开发变得简单
  • www.iFIERO.com
  • NinjaPiggy 忍者小猪 在此游戏中您将获得如下技能:
  • 1、LaunchScreen 学习如何设置游戏启动画面
  • 2、Scene 学习如何切换游戏的游戏场景
  • 3、Scene Edit 学习直接使用可见即所得操作编辑游戏场景
  • 4、Scene Coding 学习纯代码编写一个场景、建立节点、设置音乐
  • 5、Random 利用可复用的随机函数生成Enemy
  • 6、Music 如何添加背景音乐、碰撞时的音效
  • 7、Particle 学习如何制造粒子爆炸特效
  • 8、Collision 学习有节点与节点之间的碰撞的原理及处理方法
  • 9、Animation&Atlas 学习如何导入动画帧及何为Atlas
  • 10、SKEmitter 学习如何使用SKEmitter产生特效

*/

import SpriteKit import GameplayKit

// ZPosition enum Layer:CGFloat { case ninja case projectile case moster }

// 名称 struct Category { static let backgroundName:String = "BG" static let ninjaName :String = "NinjaPiggy" }

// 碰撞 struct PhysicsCategory { static let None : UInt32 = 0x1 << 1 static let All : UInt32 = 0x1 << 2 static let Projectile: UInt32 = 0x1 << 3 // 用于碰撞时判断BodyA还是BodyB.CategoryBitMask static let Monster : UInt32 = 0x1 << 4 static let Ninja : UInt32 = 0x1 << 5 // 忽略与飞镖的碰撞 }

class GameScene: SKScene,SKPhysicsContactDelegate{

let background = SKSpriteNode(imageNamed: Category.backgroundName)
var isFingerOnNinja = false       // 手指是否在Ninja里
let maxAspectRatio:CGFloat = CGFloat(16 / 9)

let monsterScoreLabelNode:SKLabelNode = SKLabelNode()
var monsterScore:Int = 0   // monster score 分数
let ninjaLiveLabelNode  :SKLabelNode = SKLabelNode()
var ninjaLive:Int    = 5   // ninja live  生命

var ninjaNode  = SKSpriteNode()   // 加入ninja player
// Ninja Atlas
var ninjaAtlas = SKTextureAtlas() // atlas 文件夹名称
var ninjaTextureArray = [SKTexture]()
var ninjaActionRepeat1Times = SKAction() // Ninja手挥动的SKAction touchesBegan调用
// Monsters Atlas
var monsterNode  = SKSpriteNode()  // 加入 monster
var monsterAtlas = SKTextureAtlas()
var monsterTexturesArray = [SKTexture]()
var hitAction = SKAction()

var invincible = false    // 无敌时刻

override func didMove(to view: SKView) {
    super.didMove(to: view)
    // 真实世界的物理重力
    physicsWorld.gravity = CGVector(dx: 0.0, dy: -9.8)
    physicsWorld.contactDelegate = self
    // 加入音乐
    hitAction = SKAction.playSoundFileNamed("hitNinja", waitForCompletion: false)
    addBg()
    addLogo()
    addNinja()
    addScore()
    /*
     1.SK.Action无限产生 monsters
     let actionAddMonster = SKAction.run {
     self.addMonsters()
     }
     run(SKAction.repeatForever(SKAction.sequence([
     actionAddMonster,SKAction.wait(forDuration: TimeInterval(1))])))
     */
    //2.用Timer每隔1s调用 addMonster
    Timer.scheduledTimer(timeInterval: TimeInterval(1.0), target: self, selector: #selector(addMonsters), userInfo: nil, repeats: true)
    addFloor()
}

//MARK:- 加入背景 option+Command+<-(箭头) 折叠
func addBg(){
    background.anchorPoint = CGPoint(x: 0.5, y: 0.5) // default
    background.position = CGPoint(x: size.width/2, y: size.height/2)
    // background.zRotation = CGFloat.pi / 8
    background.name = "background"
    background.zPosition = -1
    addChild(background)
    // 背景音乐
    let backgroundMusic = SKAudioNode(fileNamed: "background-music-aac.caf")
    backgroundMusic.autoplayLooped = true
    addChild(backgroundMusic)
}
//MARK:- 加入logo
func addLogo(){
    let logo = SKSpriteNode(imageNamed: "logo")
    logo.position = CGPoint(x: self.size.width / 2, y: self.frame.height - (self.frame.height / 5))
    logo.zPosition = Layer.ninja.rawValue
    logo.setScale(0.7)
    logo.name = "logo"
    self.addChild(logo)       
}

// MARK: - 分数
func addScore(){
    // NINJA
    ninjaLiveLabelNode.text = "NINJA:\(ninjaLive)"
    ninjaLiveLabelNode.color = SKColor.white
    ninjaLiveLabelNode.fontSize = 60
    ninjaLiveLabelNode.setScale(1.0)
    ninjaLiveLabelNode.zPosition = 1
    ninjaLiveLabelNode.position = CGPoint(x: 150, y: self.frame.height - (self.frame.height / 5))
    ninjaLiveLabelNode.name = "ninjaLiveLabel"
    self.addChild(ninjaLiveLabelNode)
    
    // monster
    monsterScoreLabelNode.text = "MONSTER:\(monsterScore)"
    monsterScoreLabelNode.color = SKColor.white
    monsterScoreLabelNode.fontSize = 60
    monsterScoreLabelNode.setScale(1.0)
    monsterScoreLabelNode.zPosition = 1
    monsterScoreLabelNode.position = CGPoint(x: 150 + 300, y: self.frame.height - (self.frame.height / 5))
    monsterScoreLabelNode.name = "monsterLabel"
    self.addChild(monsterScoreLabelNode)
    
}

//MARK:- 加入Ninja Player
func addNinja(){
    ninjaAtlas = SKTextureAtlas(named: "NinjaPiggy")
    for i in 1...ninjaAtlas.textureNames.count {
        let imageName = "NinjaPiggy0\(i).png"
        ninjaTextureArray.append(SKTexture(imageNamed: imageName))
    }
    ninjaNode = SKSpriteNode(imageNamed: ninjaAtlas.textureNames[2])
    // 加入物理实体
    ninjaNode.physicsBody = SKPhysicsBody(rectangleOf: ninjaNode.size)
    ninjaNode.physicsBody?.affectedByGravity = true
    // FIXME: 修复Ninja发射飞镖时的反作用力,否则Ninja发射飞镖时会反弹;
    // physicsBody=>CategoryBitMask,ContactTestBitMask,collisionBitMask
    ninjaNode.anchorPoint = CGPoint (x: 0.5, y: 0.5)
    ninjaNode.position    = CGPoint(x: self.frame.size.width / 8 + 150 , y: (self.frame.size.height / 4 - 100))
    ninjaNode.setScale(1.0)
    ninjaNode.name = "ninja"
    self.addChild(ninjaNode)
    // 手的动画 Animation
    let ninjaActionAnimation = SKAction.animate(with: ninjaTextureArray, timePerFrame: 0.1)
    ninjaActionRepeat1Times = SKAction.repeat(ninjaActionAnimation, count: 1)
    // 1.属于哪个对像
    ninjaNode.physicsBody?.categoryBitMask = PhysicsCategory.Ninja
    // 2.和谁发生碰撞
    ninjaNode.physicsBody?.contactTestBitMask = PhysicsCategory.Monster
    // 3.碰撞后会弹开吗? bounce off
    ninjaNode.physicsBody?.collisionBitMask = PhysicsCategory.None
    ninjaNode.physicsBody?.usesPreciseCollisionDetection = false
}
//MARK:- 随机产生 单个 Monster Y 轴 + 从右往左移动+移出屏幕 removeFromParent
@objc func addMonsters(){
    monsterAtlas = SKTextureAtlas(named: "Bomb")
    for i in 1...monsterAtlas.textureNames.count {
        let imageName = "Bomb0\(i).png"
        monsterTexturesArray.append(SKTexture(imageNamed: imageName))
    }
    monsterNode = SKSpriteNode(imageNamed: monsterAtlas.textureNames[0])
    monsterNode.anchorPoint = CGPoint(x: 0.5, y: 0.5)
    monsterNode.zPosition = Layer.projectile.rawValue
    monsterNode.name = "monster"
    // Y值随机位置
    let randomPositionY  = CGFloat.random(min: monsterNode.size.height , max: size.height - monsterNode.size.height)
    monsterNode.position = CGPoint(x: size.width + monsterNode.size.width, y: randomPositionY)
    // 加monster
    monsterNode.setScale(0.9)
    self.addChild(monsterNode)
    // 物理
    monsterNode.physicsBody = SKPhysicsBody(circleOfRadius: self.monsterNode.size.width / 2)
    monsterNode.physicsBody?.affectedByGravity = false // 不会重力影响
    // monsterNode.physicsBody?.isDynamic = false
    monsterNode.physicsBody?.categoryBitMask    = PhysicsCategory.Monster
    monsterNode.physicsBody?.contactTestBitMask = PhysicsCategory.Projectile | PhysicsCategory.Ninja
    monsterNode.physicsBody?.collisionBitMask   = PhysicsCategory.None
    monsterNode.physicsBody?.usesPreciseCollisionDetection = false
    /// MONSTER自身动画
    let monsterAction = SKAction.animate(with: monsterTexturesArray, timePerFrame: 0.1)
    let monsterActionRepeatForever = SKAction.repeatForever(monsterAction)
    monsterNode.run(monsterActionRepeatForever, withKey: "Monster")
    /// 从右往左的随机速度
    let duration = CGFloat.random(min: CGFloat(1.0), max: CGFloat(3.8))
    let actionMoveToLeft = SKAction.move(to: CGPoint(x: CGFloat(-monsterNode.size.width), y: randomPositionY), duration: TimeInterval(duration))
    let actionRemove = SKAction.removeFromParent()
    monsterNode.run(SKAction.sequence([actionMoveToLeft,actionRemove]))
}

//MARK:-  加入物理地板 edge-base 让 Ninja站在物理世界的地板上
func addFloor(){
    let yPos = self.frame.size.height / 4 - 100 - 1 // (Ninja脚的高度 - 1)
    let startPoint = CGPoint(x: 0, y: yPos)
    let endPoint   = CGPoint(x:size.width,y:yPos)
    let floorNode = SKNode()
    floorNode.physicsBody = SKPhysicsBody(edgeFrom: startPoint, to: endPoint)
    floorNode.name = "floor"
    addChild(floorNode)
}


override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
    if let touch = touches.first {
        let touchLocation = touch.location(in: self)
        if ninjaNode.contains(touchLocation){
            isFingerOnNinja = true
        }
        //ninja发射飞镖
        if !isFingerOnNinja {
            let actionFire = SKAction.playSoundFileNamed("pew-pew-lei.caf", waitForCompletion: false)
            run(actionFire)
            // 扔Projectile
            ninjaNode.run(ninjaActionRepeat1Times, withKey: "FireProjectile")
        }
    }
}

override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
    if isFingerOnNinja {
        let touch = touches.first
        let touchLocation = touch!.location(in: self)
        let previousLocation = touch!.previousLocation(in: self)
        let ninjaNode = self.ninjaNode
        //let ninjaY = (ninjaNode.position.y) + (touchLocation.y - previousLocation.y)
        var ninja = (ninjaNode.position) + (touchLocation - previousLocation)
        // ninjaNode.position = CGPoint(x: (ninjaNode.position.x), y: ninja.y)
        // FIXME:限定移动的区域 min ,max
        // ninja.x = min(ninja.x,ninjaNode.size.width / 2)
        if ninja.x < self.ninjaNode.size.width / 2 {
            ninja.x = self.ninjaNode.size.width / 2
        }
        // ninja.x = max(ninja.x,(self.size.width - self.ninjaNode.size.width))
        if ninja.x > self.size.width - self.ninjaNode.size.width {
            ninja.x = self.size.width - self.ninjaNode.size.width
        }
        
        if ninja.y < (self.frame.size.height / 4 - 100) {
            ninja.y = self.frame.size.height / 4 - 100
        }
        
        ninjaNode.position = CGPoint(x: ninja.x, y: ninja.y)
    }
}
//MARK: -- 生成飞镖并发射
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
    isFingerOnNinja = false
    
    guard let touch = touches.first else {
        return
    }
    let touchLocation = touch.location(in: self)
    // 生成飞镖
    let projectileNode = SKSpriteNode(imageNamed: "projectile")
    // 飞镖的位置位于Ninja的手上 0.5,0.5 X轴右移 ninjaNode.size.with 1/2
    projectileNode.position = CGPoint(x: ninjaNode.position.x + self.ninjaNode.size.width / 2 , y: ninjaNode.position.y)
    projectileNode.physicsBody = SKPhysicsBody(circleOfRadius: projectileNode.size.width / 2)
    projectileNode.physicsBody?.isDynamic = false // 不受重力影响
    projectileNode.name = "projectile"
    projectileNode.setScale(CGFloat(maxAspectRatio))
    projectileNode.zPosition = Layer.projectile.rawValue
    projectileNode.setScale(1.0)
    
    let offset = touchLocation - projectileNode.position
    // print("projectile offset:\(offset)")
    if (offset.x < 0 ) {return } // Ninja Never Look Back
    
    self.addChild(projectileNode)
    
    // 加入碰撞对象
    projectileNode.physicsBody?.categoryBitMask    = PhysicsCategory.Projectile
    projectileNode.physicsBody?.contactTestBitMask = PhysicsCategory.Monster
    // projectileNode.physicsBody?.collisionBitMask   = PhysicsCategory.None
    // 精细的对象detect,才可以飞行中的monster进行碰撞
    projectileNode.physicsBody?.usesPreciseCollisionDetection = true
    
    /*
     SKEmitter:加入酷酷飞镖粒子拖影
     图层关系:
     projectNode -> emitterNode -> trailNode */
    // 1.新建一个节点 (发生碰撞时也须移除此节点)
    let trailNode = SKNode()
    trailNode.zPosition = Layer.projectile.rawValue
    trailNode.name = "trail"
    addChild(trailNode)
    // 2.新建粒子效果
    let emitterNode = SKEmitterNode(fileNamed: "ProjectileTrail")!
    emitterNode.name = "emitter"
    // 3.粒子效果的子节点为 trailNode
    emitterNode.targetNode = trailNode
    // 4.飞镖Node加上子节点 emitter
    projectileNode.addChild(emitterNode)
    /*
     SKEmitter 此方法只有一个粒子,无拖影效果
     图层关系:projectNode -> emitterNode
     let emitterNode = SKEmitterNode(fileNamed: "ProjectileTrail")!
     emitterNode.zPosition = Layer.projectile.rawValue - 1 // 位于projectile下层
     projectileNode.addChild(emitterNode)
     */
    
    let actionRotate  = SKAction.rotate(byAngle: CGFloat(-Double.pi/2), duration: 0.2)
    let actionRotateForever = SKAction.repeatForever(actionRotate)
    projectileNode.run(actionRotateForever)
    
    let direction = offset.normalized()  // 发射方向/每单位
    let shootAmount = direction * self.frame.size.width   // 足够长 射出屏幕
    let realDestination = shootAmount + projectileNode.position
    let actionMove  = SKAction.move(to: realDestination, duration: 3.0)
    let actionRemove = SKAction.removeFromParent()
    projectileNode.run(SKAction.sequence([
        actionMove,
        actionRemove,
        SKAction.run {
            trailNode.removeFromParent()  // MARK:除了projectile要移除,新建的trailNode粒子节点也需移除
        }
        ]))
}

// 发生碰撞时的代理
func didBegin(_ contact: SKPhysicsContact) {
    //顺序 project < monster < ninja
    var bodyA:SKPhysicsBody
    var bodyB:SKPhysicsBody
    if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask {
        bodyA = contact.bodyA
        bodyB = contact.bodyB
    }else {
        bodyA = contact.bodyB
        bodyB = contact.bodyA
    }
    
    // 使用这种switch判断方法,比判断哪个碰撞的对像是bodyA,bodyB更快捷,个人比较喜欢用,awesome!
    // print("project:",PhysicsCategory.Projectile,"-monster:",PhysicsCategory.Monster,"-ninja:",PhysicsCategory.Ninja)
    let contactBitMASK = contact.bodyA.categoryBitMask  | contact.bodyB.categoryBitMask
    switch contactBitMASK {
    // 击中monster
    case PhysicsCategory.Projectile | PhysicsCategory.Monster:
        
        projectileCollideWithMonster(projectileNode: bodyA.node as! SKSpriteNode, monsterNode: bodyB.node as! SKSpriteNode)
        
    case  PhysicsCategory.Ninja | PhysicsCategory.Monster:
        // 得判断ninja是bodyA或者bodyB
        if bodyA.categoryBitMask == PhysicsCategory.Ninja{
            // print("bodyA is not ninja piggy")
            // ninjaCollideWithMonster(ninjaNode: bodyA.node as! SKSpriteNode, monsterNode: bodyB.node as! SKSpriteNode)
        }else {
            /*
             * 为防止手指一直拖动Ninja和Monster发生碰撞,在碰撞发生的第一时刻didBegin
             * 就立刻把ninjaNode的物理实体设为不会再发生碰撞 => ninjaNode.physicsBody?.categoryBitMask = 0
             * 待ninjaCollideWithMonster函数的Action执行完毕后
             * 再设置 ninjaNode 可以发生碰撞 => ninjaNode.physicsBody?.categoryBitMask = PhysicsCategory.Ninja
             */
            ninjaNode.physicsBody?.categoryBitMask = 0
            ninjaCollideWithMonster(ninjaNode: bodyB.node as! SKSpriteNode, monsterNode: bodyA.node as! SKSpriteNode)
        }
    default:
        break
    }
}
//MARK: - 飞镖击中Monsters
func projectileCollideWithMonster(projectileNode:SKSpriteNode,monsterNode:SKSpriteNode){
    // monster score 加分
    self.monsterScore += 1
    monsterScoreLabelNode.text = "MONSTER:\(monsterScore)"
    // 切换场景 + 播放胜利的音乐
    if monsterScore >= 30 {
        // 播放胜利的音乐
        let wonAction = SKAction.playSoundFileNamed("won", waitForCompletion: false)
        run(wonAction, completion: {
            // you win 切换场景 Scene
            let reveal = SKTransition.doorsCloseHorizontal(withDuration: 0.5)
            //let gameWonScene = SKScene(fileNamed: "GameWon")
            let gameWonScene = GameWon(fileNamed: "GameWon")
            gameWonScene?.size = self.size
            gameWonScene?.scaleMode = .aspectFill
            self.view?.presentScene(gameWonScene!, transition: reveal)
        })
    }
    // 击中粒子效果 Particle
    let explosion = SKEmitterNode(fileNamed: "Explosion")!
    explosion.position = monsterNode.position
    self.addChild(explosion)
    // 击中的音乐
    let colisionAction = SKAction.playSoundFileNamed("yew-yew.wav", waitForCompletion: false)
    let removeMonsterAction = SKAction.run { monsterNode.removeFromParent()}
    run(SKAction.sequence([
        SKAction.run {
            //MARK:- 移除所有节点projectile的child的emitter效果 设置projectile不可见,让飞出屏幕后自动消除
            projectileNode.removeAllChildren()
            projectileNode.isHidden = true
            projectileNode.physicsBody?.categoryBitMask = 0 // 不会再发生下一个碰撞
            
        },
        removeMonsterAction,
        colisionAction,
        SKAction.wait(forDuration: 0.2),
        SKAction.run {
            explosion.removeFromParent() //移除爆炸效果
        }
        ]))
}
//MARK: - Ninja被Monster击中
func ninjaCollideWithMonster(ninjaNode:SKSpriteNode,monsterNode:SKSpriteNode){
    //MARK: 进阶 monster 击中 ninja时的 ACTION Sequence
    // 1.变成绿色
    let turnGreeenAction  = SKAction.colorize(with: SKColor.green, colorBlendFactor: 1.0, duration: 0.2)
    // texture恢复ninja的色彩 colorBlendFactor 默认是0.0 也就是纹理不做改变直接呈现
    let removeGreenAction = SKAction.run {
        ninjaNode.colorBlendFactor = 0.0
        // ninjaNode.texture = SKTexture(imageNamed: self.ninjaAtlas.textureNames[2])
    }
    // 2.闪烁
    let fadeIn  = SKAction.fadeAlpha(to: 0, duration: 0.2)
    let fadeOut = SKAction.fadeAlpha(to: 1, duration: 0.2)
    let blinkAction = SKAction.repeat(SKAction.sequence([fadeIn,fadeOut]), count: 5)
    
    // 4.执行Action Sequence
    ninjaNode.run(SKAction.sequence([
        self.hitAction,
        turnGreeenAction,
        blinkAction,
        removeGreenAction,
        SKAction.run({ [weak self] in
            // 等待ACTION结束后 开始计分;
            // monster score 加分
            self?.ninjaLive -= 1
            if ((self?.ninjaLive)! < 0) {
                self?.ninjaLive = 0
            }
            // 切换场景
            if (self?.ninjaLive)! <= 0 {
                // 播放失败的音乐
                let loseAction = SKAction.playSoundFileNamed("lose", waitForCompletion: false)
                self?.run(loseAction, completion: {
                    //monsterNode.run(SKAction.removeFromParent())
                    //ninjaNode.run(SKAction.removeFromParent())
                    // you win 切换场景 Scene
                    let reveal = SKTransition.doorsCloseHorizontal(withDuration: 0.5)
                    let gameLoseScene = SKScene(fileNamed: "GameLose")
                    gameLoseScene?.size = (self?.size)!
                    gameLoseScene?.scaleMode = .aspectFill
                    self?.view?.presentScene(gameLoseScene!, transition: reveal)
                })
            }
            self?.ninjaLiveLabelNode.text = "NINJA:\(self?.ninjaLive ?? 5)"
            
        }),
        SKAction.run({
            // 设次设置可以和Ninja发生碰撞
            self.ninjaNode.physicsBody?.categoryBitMask = PhysicsCategory.Ninja
        })
        ]))
    
}

override func update(_ currentTime: TimeInterval) {
}

}

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iFIERO -- Mobile Game Tutorial For iOS / iPhone

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